At a cursory glance, I don't think using a d4 breaks the Mechanik abilities. a 1d4" radius for making constructions on the field will never get criticals, and honestly gives a pretty good representation of how far a regular-assed minifig would probably be able to go around picking things up.

Bumping the mechanik rolls up to d8 would mean that they'd have a pretty ample field to build with (which i'm okay with), but would be able to disassemble things at a pretty fucking alarming rate. I guess this could be fixed with a -1 or -2 to the roll, but that complicates things for the d4. A -2 would mean that regular figs could disassemble regular things a brick or two at a time, about half of the time. OOH! what about saying that any disassembly attempt always yields at least one brik from things at 1/2 structure level?

Pathfinding's the only ability scouts get a d8 for, and you could either give minifigs 1d4 skill vs. traps (since they're caught off-guard or whatever), or just not give any bonus for it to the commando. He gets to use a d8 anyways, since I'm assuming that's what the commando's skill is.

stubby wrote:I decided to do something a little different. Blitzen's been making fun of my html-table formatting almost since her first day on the forum, so I finally got around to re-formatting in CSS instead. It doesn't look exactly the same as the html-table version, but most of the changes should be pretty minor.

Right now only Chapter 10 is converted over to the new format, everybody should take a look and let me know if it looks weird in your browsers.

And you know what else? After months of playtesting I think I'm back to liking 1d6+1 for rifle shots instead of 1d8. the d8 makes it a bit more dramatic, and i thought it fitting since a rifle is like a "professional" pistol of sorts, but what with the bonus damage being able to add up against armored figs, as well as it solving my personal dillema of whether I should treat assault rifles as dealing 1d8 or 1d6, I guess 1d6+1 turned out to be the perfect compromise the entire time!

Minifigs are Creatures too, and their stats can be calculated the same as any other Creature.Structure: Ignoring the Surface-element limbs, a minifig's body and head have a Size of 1". A minifig is made of flesh, so his Structure Level is 0, for an Armor of 1d6.

Should be: "A minifig is made of flesh, so his Structure Level is ½, for an Armor of 1d6."

stubby wrote:I'm hoping that after we've played with the supernatural rules for awhile I'll have some better ideas for how to pare them down a little.

Just a quick reference chart that says you can apply the dice towards Range, Armor, Movement, Skill and Minds next to the elemental table of dice types (or even combined with it) would be fine. The in-depth descriptions of magick and how it works are lengthy, but they kinda need to be if it's going to be clear. Besides, they only need to be able to be referenced easily.

It could still use some cleaning up of course - you've got the different damages and their stipulations listed like three or four times.

To clarify Magick, An archer firing an enchanted fire bow and using the a single enchanted d4 for range would add +1d4, and deal normal damage, while if it was used for damage the shot would do 1d6+1+(1d4 Fire/Poison) correct? Also, if a during an enemies turn a tek-mage used 1d10 to increase the armour of a Size 4 & Structure 4 creation, what happens if the creation was took down to Structure 1 then loses the +1 Bonus, is the structure just destroyed? Also does the +2 radius mean a d10 can potentially add armour to multiple objects?

These are probably simple to answer but I can't find anything. Also:

When a SuperNatural d10 is used to add or subtract Armor, this has the effect of increasing or decreasing the target's effective Structure Level to match its new Armor rating, to as low as a Structure Level of ½ (for any Armor rating without any d10s) or as high as Structure Level 5 (for any Armor rating with five or more d10s), regardless of the normal Structure limitations determined by the obect's Effective Size. This will affect any event which normally takes Structure Level into account, such as Fire resistance, Collision Damage, or the ease of making Patch Repairs.

dilanski wrote:To clarify Magick, An archer firing an enchanted fire bow and using the a single enchanted d4 for range would add +1d4, and deal normal damage, while if it was used for damage the shot would do 1d6+1+(1d4 Fire/Poison) correct?

Yep, and the archer gets -1 to skill for making the shot.

dilanski wrote:Also, if a during an enemies turn a tek-mage used 1d10 to increase the armour of a Size 4 & Structure 4 creation, what happens if the creation was took down to Structure 1 then loses the +1 Bonus, is the structure just destroyed? Also does the +2 radius mean a d10 can potentially add armour to multiple objects?

I think it'd just stay at structure level 1. I'm pretty sure that if the structure loses a point of the supernatural structure level, the corresponding die gets returned to the caster at the beginning of the turn.